Editors & Utilities

Here you can find a list of editors and utilities, neatly catagorised. Level editors are exactly what it sounds like, enabling the author to manipulate or create maps for Doom, Doom2, Heretic, Hexen or even Strife. Most level editors come with their own nodesbuilder included, but you can find the most commonly used nodesbuilders here. Programs to hack into the executable, or to meddle with scripting are found in this section. Manipulating graphics, sounds and music can be done with these programs. Last but not least, you can find lots of post-editing utillities like reject map builders (which speed up a level by manipulating the way the engine handles monster checks), convertors and other files. Thanks goes out to the WolfenDoom guys for providing me with several 'lost' Macintosh utilities!

Last available -freeware- DCK version, courtesy of Lee Killough. Recommended for use with Boom instead of the latest shareware version. Configuration files updated for use with Boom (grab the .DAT files from any other DCK version for regular Doom(2) support) and Lee's texture limit "fix" is included (DCKT.*, use with extreme caution).

DETH (DOOM Editor for Total Headcases) is a GCC rewrite of DEU 5.21, supporting (Ultimate) Doom, Doom2, Heretic, Hexen and Strife, by Antony Burden. Updated by Jim Flynn for use with Boom. A version written for ZDoom can be found below. Uses Zennode as internal nodesbuilder. Changelog can be found here.

This is the DJGPP/GO32 version of DEU 5.21. 'deu521gcc.zip' includes binaries, drivers and source, but -not- docs, examples and such. This version makes use of all your available memory and not just the 640 K conventional memory.

An easy to use Doom map editor in development. Includes all the usual bells and whistles of a normal level editor, and the holy grail of Doom level editing: a 3D mode where you can fly around the level and edit the lighting, sectors, and texture placement in real-time. Doom Builder manual written by John Anderson helps beginners use all of the mapping features.

Previous version of DOS sector-based editor for Doom, Doom2 and Heretic by Jeff Rabenhorst, which appears to be more stable. Supports texture/sprite wads. Very powerfull, but uses only the 640 K conventional memory. Good interface. Easy to switch nodesbuilder by means of editing a batch file (default WARM).

Win32 version of Andrew Apted's modification of BSP v2.3, specifically designed to use with OpenGL Doom ports. It "adheres to the GL_Friendly Nodes specification, which means it adds some new special nodes to a WAD file that makes it very easy (and fast!) for an OpenGL Doom engine to compute the polygons needed for drawing the levels". Of course, only works for source ports that support this format. Documentation included.

Descript is a fully fledged and user-friendly HEXEN script decompiler, that generates highly readable source code from any compiled script. This may take the form of a self contained object file, or the BEHAVIOR resource in a main or patch WAD file.

This version simply dumps the contents of the BEHAVIOR structure in a format that is fairly close to the original ACS script source code. With some manual editing, it can be recompiled and put into your .WAD file.

WhackEd2 allows you to change the behaviour of the Doom engine and most of it's source ports that support so-called 'DeHackEd patches'. Changes to things like monster speed, sound associations and weapon behaviour are all perfectly possible.

For the Mac only. It can decompile a wad file into a folder with a file for each lump and a file to keep track of the lump order, and it can take one of these folders and turn it into a functional wad again. While it doesn't have support for editing graphics and sounds, it's a basic solution that should allow you to put DeHackEd patches and FraggleScripts into your wads.

This Doom2 / Boom Consistency Checker checks a wad for errors that might cause the engine to bomb out. Output is written to the screen unless redirected. Originally designed for internal use by TeamTNT.

The Doom Mouse Spinner is a TSR that lets you do 180-degree turns with one click. Has keyboard support and toggle key to disable forward/backward mouse movement. Requires use of a DOS 'mouse.sys' and in Doom 'keyboard+mouse' enabled. Tested with Logitech and MS mice.

Utility to "remove redundant sidedefs" from a level, which should decrease its size and increase gaming speed. Levels that are compressed this way -cannot- be read by a level editor anymore. Undo the changes with ushrink (100 Kb). Use with extreme care. Kudos to Ricrob's Place.

OBLIGE is a random level maker for Doom, Doom 2, FreeDoom, Heretic and Hexen. It has an easy to use interface, built-in nodebuilder and LUA scripting for customization. Also capable of generating deathmatch levels. Linux version also available.

Originally designed for the Unix source port XDoom, this package contains the source (but -no- binaries) for a "WAD level compiler, graphic resources compiler, node builders, tools to extract and import raw data into WAD files,
even a GUI based WAD editor (...) and much more" for any platform, and for Doom, Doom II, Heretic and Hexen. Some preleminary Strife support as well. Text file here.

This archive contains zwadconv, swantbls, and listacs. Zwadconv converts old maps to the Hexen format used by ZDoom natively. Swantbl creates SWITCHES and ANIMATED lumps used by Boom. Listacs is an ACS script disassembler (not decompiler).